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battle.cpp
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187 lines (149 loc) · 6.62 KB
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#include "render.h"
#include "map.h"
#include "ship.h"
#include "battle.h"
#include "formation.h"
Battle::Battle()
{
// todo: big json file of ship names, classes, etc
m_ships.push_back(std::make_shared<Ship>("Iowa", NAT_USA));
m_ships.push_back(std::make_shared<Ship>("Alaska", NAT_USA));
m_ships.push_back(std::make_shared<Ship>("Nevada", NAT_USA));
m_ships.push_back(std::make_shared<Ship>("California", NAT_USA));
for (u32 i = 0; i < m_ships.size(); ++i)
{
auto& ship = m_ships[i];
if (ship)
ship->m_pos = glm::vec2(150.0f + (i * 200.0f), 700.0f);
}
}
void Battle::init()
{
m_formation_controller = std::make_shared<Formation_Controller>(get_shared_from_this());
g_map = std::make_shared<Map>();
}
void Battle::update()
{
// todo: maybe add queued actions(shift click)?
m_formation_controller->update();
g_map->update();
spawn_enemies();
for (u32 i = 0; i < m_ships.size(); ++i)
{
auto& ship = m_ships[i];
if (ship == nullptr)
continue;
ship->update();
if (ship->is_alive())
ship->select_target(m_enemy_ships);
else if (ship->handle_death())
{
ship = nullptr;
m_ships.erase(m_ships.begin() + i);
}
}
control_ai();
}
glm::vec2 center{};
void Battle::draw()
{
// background
g_render->get_dl("bg")->AddRectFilled(g_render->m_min, g_render->m_max, IM_COL32(27, 54, 84, 255));
g_render->get_dl("bg")->AddImage((ImTextureID)g_render->m_images.get("Noise_Transparent").m_texture, g_render->m_min, g_render->m_max);
for (auto& ship : m_ships)
ship->draw(g_render->m_dl, g_render->m_min + g_map->m_drag_offset, g_render->m_max + g_map->m_drag_offset, 0);
for (auto& ship : m_enemy_ships)
ship->draw(g_render->m_dl, g_render->m_min + g_map->m_drag_offset, g_render->m_max + g_map->m_drag_offset, 0);
/* g_render->m_dl->AddCallback(
[](const ImDrawList* dl, const ImDrawCmd* cmd)
{
ImDrawData* draw_data = ImGui::GetDrawData();
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
ImGuiWindow* window = (ImGuiWindow*)cmd->UserCallbackData;
const auto ortho = glm::ortho(L, R, B, T);
auto shader = g_render->m_shaders.get_shader("fog");
auto shader_program = shader.m_shader_program;
g_render->m_shaders.activate_shader(shader);
ImVec2 window_center = (window->Pos + (window->Size * 0.5f)) / ImGui::GetIO().DisplaySize;
center = center / ImGui::GetIO().DisplaySize;
glUniformMatrix4fv(glGetUniformLocation(shader_program, "projection"), 1, GL_FALSE, &ortho[0][0]);
glUniform1f(glGetUniformLocation(shader_program, "time"), ImGui::GetTime() / 1.5f);
glUniform1f(glGetUniformLocation(shader_program, "mask_radius"), 1.5f);
glUniform2f(glGetUniformLocation(shader_program, "mask_center"), center.x, center.y);
glUniform2f(glGetUniformLocation(shader_program, "resolution"), ImGui::GetIO().DisplaySize.x, ImGui::GetIO().DisplaySize.y);
},
(void*)ImGui::GetCurrentWindow()
);
g_render->m_dl->AddImage((ImTextureID)g_render->m_images.get("Vignette").m_texture, g_render->m_min, g_render->m_max);
g_render->m_dl->AddCallback(ImDrawCallback_ResetRenderState, nullptr);*/
// draw our vignette over everything
g_render->m_dl->AddImage((ImTextureID)g_render->m_images.get("Vignette").m_texture, g_render->m_min, g_render->m_max);
// draw list of formations
m_formation_controller->draw();
// draw minimap/radar
g_map->draw_minimap(m_ships, m_enemy_ships);
if (!m_formation_controller->m_formations.empty())
{
center = m_formation_controller->m_formations.back()->get_center() + g_render->m_min + g_map->m_drag_offset;
// this is the area i want to draw a mask about
g_render->m_dl->AddCircleFilled(
m_formation_controller->m_formations.back()->get_center() + g_render->m_min + g_map->m_drag_offset, 15.0f, IM_COL32_WHITE
);
}
}
// todo: determine when we can spawn enemies, spawn them somewhere offscreen, give them an intercept course, etc
void Battle::spawn_enemies()
{
if (ImGui::GetTime() - m_last_spawn_time < g_rng.get_random(150.0f, 250.0f) && !m_enemy_ships.empty())
return;
u32 start_pos = m_enemy_ships.size();
m_enemy_ships.push_back(std::make_shared<Ship>("Fuso", NAT_JAP));
m_enemy_ships.push_back(std::make_shared<Ship>("Ise", NAT_JAP));
m_enemy_ships.push_back(std::make_shared<Ship>("Nagato", NAT_JAP));
m_enemy_ships.push_back(std::make_shared<Ship>("Mutsu", NAT_JAP));
const auto new_ships = std::vector(m_enemy_ships.begin() + start_pos, m_enemy_ships.end());
const glm::vec2 spawn_pos = glm::vec2(g_rng.get_random(0.0f, g_map->m_map_size.x), g_rng.get_random(0.0f, g_map->m_map_size.y));
for (; start_pos < m_enemy_ships.size(); ++start_pos)
{
auto& ship = m_enemy_ships[start_pos];
if (ship)
ship->m_pos = glm::vec2(spawn_pos.x + (start_pos * 200.0f), spawn_pos.y);
}
m_enemy_formations.push_back(std::make_shared<Formation>(new_ships));
m_last_spawn_time = ImGui::GetTime();
}
void Battle::control_ai()
{
for (u32 i = 0; i < m_enemy_formations.size(); ++i)
{
auto& formation = m_enemy_formations[i];
if (formation->m_ships.empty())
{
m_enemy_formations.erase(m_enemy_formations.begin() + i);
continue;
}
auto leader = formation->get_leader();
if (glm::near_zero(leader->m_dst) || glm::distance(leader->m_dst, leader->m_pos) < 1.0f)
{
glm::vec2 window_min = ImGui::GetWindowContentRegionMin() - ImGui::GetWindowPos();
glm::vec2 window_max = ImGui::GetWindowContentRegionMax() - ImGui::GetWindowPos();
leader->m_dst.x = g_rng.get_random(window_min.x, window_max.x);
leader->m_dst.y = g_rng.get_random(window_min.y, window_max.y);
}
formation->update();
}
for (u32 i = 0; i < m_enemy_ships.size(); ++i)
{
auto& ship = m_enemy_ships[i];
ship->update();
ship->select_target(m_ships);
if (!ship->is_alive() && ship->handle_death())
{
ship = nullptr;
m_enemy_ships.erase(m_enemy_ships.begin() + i);
}
}
}